Collector Ship part 3

Harbingers and other rocket-launching Collectors are by far the ones most capable of damaging your party, and therefore should be prioritized when you're picking off targets. Indeed, while you can easily thin the Collectors' ranks on each platform to at least get rid of the weak, ancillary characters first, it won't really matter, because the Harbingers are capable of creating so much havoc with or without help (plus they talk a lot of crap, too). Don't let them get close to you, or it's game over. Instead, keep them at bay, using your most powerful weapons to ensure that these guys don't get the upper hand. A sniper rifle, if you have one, will go a long way here in eliminating rocket-launching foes several platforms back. They think they're safe, but friend, they aren't.

Following the death of the last Collector in the assault team, you'll be prompted by EDI to revisit the computer terminal on the original platform you were occupying earlier, which will allow the Normandy to uplink with the Collector vessel again (be sure to grab the heavy weapon ammunition from the crate on the topmost platform before working your way back down). EDI starts to garner more information from the ship at this point, including the valuable information the team was hoping to collect in the first place -- a safe way to use the Omega 4 Mass Relay, and hence, a viable route to the Collectors' home world. However, bad news follows, as EDI and Joker inform the team that the Collector ship seems to be powering on. It's time to get out of dodge before it's too late!

When you finally regain control following that telling cutscene, it's time to make our great escape. The path laid before you is a linear one, but there's nothing easy about fighting your way out of this Collector craft. If anything, things just get more difficult from here, even more so than on those platforms. Work your way down the slope, hitting up the Collector tech on your left en route to grab some credits. You should also find some medical kits to replenish your Medi-Gel stash from the previous fight somewhere around here. Eventually, you'll run into a location where a battle is clearly going to take place, and as you settle in to this location, your premonitions will come to fruition. More Collectors, and even a couple of Harbingers will make an appearance here. Thankfully, there's plenty of room with which to work here, so you should be fine in getting through this battle in one piece. Be sure to scour the location for ammunition before pushing on.

After moving away from the location of the previous battle, you'll rejoin another linear passageway and be forced to continue further and further into the ship, towards your point-of-exit. But there's another fight you have to deal with first, and this location makes things a little more complicated, because you're fighting in an area that is essentially one large corridor with little cover. What does this mean for you, exactly? It means that you'll have to protect one flank specifically, possibly leaving your other flank susceptible to attack. This seems easy, but you can be overrun fairly quickly, so remain aggressive, and ensure no enemies get near your position. Further up from here, as you rejoin the linear passageway, you can grab more Medi-Gel from a medical kit, as well as some Element Zero nearby.